Phase 9+10: Status/Doctor/Medical bed + Wolves/WolfSpawner

The 'drama pair' shipped together via 3-agent fan-out.

Phase 9 — Status effects + Medicine:
- Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog
  (Bleeding ticks HP loss; Downed = incapacitated)
- Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage,
  heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed
  visual (body rotated 90° + desaturated)
- DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed
  pawn, finds medical bed (or any bed fallback), emits 4-toil job:
  walk_to_patient → rescue → walk_to_bed → treat
- Bed.is_medical with red-cross marker draw on pillow; round-trips save
- KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat
  (snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick
  intervals; done at HP≥50 + no bleeding, 600-tick timeout)
- EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed

Phase 10 — Combat + Wolves (wolf-first slice):
- Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural
  canine sprite with red glowing eyes, 40 HP)
- Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit
- WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day
  cooldown, packs of 1–2 at random map-edge cluster
- World.wolves registry + register_wolf/unregister_wolf

Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner
nodes. world.gd registers doctor at top of provider list (priority 9 >
sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3
> rest 0). Middle bed at (47,24) marked is_medical=true.

MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) →
Edda + Cora both volunteered doctor job → walked to patient → carried to
medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to
work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles
by day 4 01:51. Screenshots confirm red-cross medical bed and wolf
silhouettes at night.

Phase 10 deliberately partial: wolf-side combat ships, pawn-side
weapons/armor/cover/friendly-fire deferred — full chain
(wolf→bites→pawn→bleeds→doctor) awaits player weapons.
Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game
hours) — documented in status_catalog.gd for first time-balance pass.

Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment),
Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on
Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 16:11:36 +01:00
parent a1e5b38dd6
commit 1b6ad2bcc6
21 changed files with 1016 additions and 35 deletions

View file

@ -76,6 +76,7 @@ const DAY_TINT: Color = Color(1.0, 1.0, 1.0, 1.0)
@onready var plant_provider: PlantProvider = $PlantProvider
@onready var eat_provider: EatProvider = $EatProvider
@onready var sleep_provider: SleepProvider = $SleepProvider
@onready var doctor_provider: DoctorProvider = $DoctorProvider
func _ready() -> void:
@ -105,9 +106,11 @@ func _ready() -> void:
# Designation: bind the paint surface + the Selection guard.
designation_ctl.bind(designation_layer, selection)
# Register all 9 providers — Decision iterates by .priority desc.
# sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4 ≈ crafting=4 > haul=3 > rest=0.
# Register all 10 providers — Decision iterates by .priority desc.
# doctor=9 > sleep=8 > eat=7 > construction=6 > chop=5 ≈ plant=5 > mine=4
# ≈ crafting=4 > haul=3 > rest=0.
# Phase 17 will tune these via the work-priority matrix UI.
World.register_work_provider(doctor_provider)
World.register_work_provider(sleep_provider)
World.register_work_provider(eat_provider)
World.register_work_provider(construction_provider)
@ -393,11 +396,16 @@ func _seed_phase5_demo_buildings() -> void:
# Phase 8 demo — 3 beds inside the cabin's north row. Beds are pre-built
# (skip construction) so pawns have somewhere to sleep on first tired tick.
# (45, 24), (47, 24), (49, 24) — leaves (50, 24) for the existing crate.
# 3 beds in cabin north row. Phase 9 — middle bed is the medical bed so
# the doctor flow has a treatment target.
var bed_tiles: Array[Vector2i] = [Vector2i(45, 24), Vector2i(47, 24), Vector2i(49, 24)]
for bt in bed_tiles:
for i in bed_tiles.size():
var bt: Vector2i = bed_tiles[i]
var bed: Bed = BED_SCENE.instantiate()
add_child(bed)
bed.setup(bt)
if i == 1: # middle bed = medical
bed.is_medical = true
while bed.is_buildable():
bed.on_build_tick()
Audit.log("world", "phase 8 demo: %d beds pre-built inside cabin" % bed_tiles.size())

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=15 format=3 uid="uid://rimlike_world"]
[gd_scene load_steps=17 format=3 uid="uid://rimlike_world"]
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
@ -14,6 +14,8 @@
[ext_resource type="Script" path="res://scenes/ai/plant_provider.gd" id="12_plant_provider"]
[ext_resource type="Script" path="res://scenes/ai/eat_provider.gd" id="13_eat_provider"]
[ext_resource type="Script" path="res://scenes/ai/sleep_provider.gd" id="14_sleep_provider"]
[ext_resource type="Script" path="res://scenes/ai/doctor_provider.gd" id="15_doctor_provider"]
[ext_resource type="Script" path="res://scenes/ai/wolf_spawner.gd" id="16_wolf_spawner"]
[node name="World" type="Node2D"]
y_sort_enabled = true
@ -81,5 +83,11 @@ script = ExtResource("13_eat_provider")
[node name="SleepProvider" type="Node" parent="."]
script = ExtResource("14_sleep_provider")
[node name="DoctorProvider" type="Node" parent="."]
script = ExtResource("15_doctor_provider")
[node name="WolfSpawner" type="Node" parent="."]
script = ExtResource("16_wolf_spawner")
[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
position = Vector2(640, 640)